On 2005-05-10, Emily Care wrote:
Nice, Christian. We could have a maroon (free slave) community of changelings called New Atlantis. Maybe it would be like shangri la, nobody ever really knows where it is, maybe it doesn’t exist.
And, let’s look at Vincent’s list:
1) Mechanical rules for opposition, situation, IIEE, resolution and outcome. They should include both a reward mechanism and a positioning mechanism.
2) Mechanical rules establishing each player’s starting position wrt resolution and reward for sure, and the others as appropriate.
3) Rules or guidelines providing each player with an answer, at every moment, to “what should I be doing right now?”
4) Enough material to kick the players without any further work on their part into agreement about at least two of: characters, situation, setting and color. Characters and setting is the easiest, but not-at-all easy to get right; characters and situation is the easiest to get right.
5) Rules or guidelines for coming to agreement about the other two.
6) Violence, sex, children, money, God, or art, politics et al.
We’ve got 6 covered. We’ve got a bunch for 4, but are we doing it right or not? We’ve got some of 1, but none of 2 or 3. I think we’ll need to do five after getting more of 1, 2 & 3.
Thoughts about 3: the players should always either be looking at how events affect their protagonist, or looking at how their agency of adversity is affecting the group of protagonists. Still leaves the question of what happens when one’s own protagonist intersects with your Agency. If that char could essentially become an npc for the group, that’d be keen.
(Wow, looking at 1 again, I am struck anew by how radical it is to say that positioning mechanics are necessary for completion. They only just barely exist as a concept! )